Final Girl
Final Girl is a text-based incremental horror game. You are not playing the Final Girl, you are shaping her fate.
Each run is a self-contained horror movie: a location, a villain, and a series of tense moments where you guide her choices. Outcomes are driven by her stats, not your reflexes. She will die. A lot.
But every death earns SCREAMS, currency you spend between runs to upgrade her stats and unlock new abilities. Each run she survives a little longer, reaches a new act, faces the villain a little better prepared.
Until she makes it out.
HOW IT PLAYS
- Runs last 30 seconds to 4 minutes • Each run has 3 Acts with escalating danger • At key moments, choose between 2 options, each tied to a stat (Speed, Stamina, Strength, Nerves, Awareness, Scream) • Stats determine outcomes, not player skill • Die → earn SCREAMS → upgrade → try again
WHAT'S IN THE BETA
- 9 locations × 7 villains × 22 situation templates (42,000+ possible run combinations) • Full progression: 6 upgradeable stats + 14 unlockable abilities • Death feedback: see exactly why you died and what to improve • Sound FX for key moments • Saves automatically between sessions
BETA NOTES
This is an early beta. The core loop is complete and playable, but balance is still being tuned and some late-game content is not yet implemented. Feedback is very welcome.
Content warning: horror themes, repeated character death (non-graphic, text only).
| Updated | 17 hours ago |
| Published | 4 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.8 out of 5 stars (4 total ratings) |
| Author | 1screen |
| Genre | Strategy |
| Tags | browser, cinema, Clicker, Horror, Incremental, Narrative, Roguelite, Singleplayer, Slasher, Text based |
Development log
- Devlog #2 - v0.3 - New Location17 hours ago
- Devlog #1 - v0.2 - big narrative fix3 days ago




Comments
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Reall fun idea, cool upgrades as well. Since it takes several runs to afford an upgrade, I've reached a point where I would really like the ability to click to jump to the next line of story though, it gets really slow after a while.
Thanks for your feedback! I will look into the pacing in my next release, for sure it takes some time to get the basic upgrades, most probably the whole system needs a better balance.
Really like this incremental. However it would be nice to know what the abilities do? Even if that is only revealed after you buy them to add a bit of mystery?
Happy you like the game and thanks for your feedback, I will try to integrate it in my future updates!
feels like the text is AI generated, they rarely match what you choose, and the story is wrong most of the time. one time it starts with barracading yourself in/trying to escape, then convincing yourself nothing is wrong. also i got injured on a cucessful check to look for clues? huh? also the last part of the act was a look for clues, so i died from a failed awareness check for clues.
Thanks for the feedback! I can totally see why the text felt 'off', I actually just fixed a major bug where the game was showing the same outcome text regardless of your choice (saying you took a weapon even if you chose to leave it). This made the logic feel broken and disconnected.
I’ve just pushed a fix for this across all 22 narrative templates, so your choices should actually matter now. Also: all story text is human-written. The only AI used in the project is for some FX sounds, as disclosed. I’d love for you to give it another look.
Tried it again and it hasnt really changed, I even recieved the same prompt twice in the six parts. getting the "break out/ barracade in" as the first 1/6 and THEN prompts like settling in and you notice something is wrong makes no sense.
After reading your first comment, I tested the game and discovered a significant bug in the choice mechanics. Essentially, the bug was preventing players from experiencing the game as I intended: choices weren’t producing the expected outcomes. I rewrote the entire mechanic and tested the game for several hours. I also retested it after your comment.
I’m not sure why you’re still encountering issues, but on my end, all choices now correctly link to their intended outcomes. If the story itself doesn’t feel right, that’s a separate problem, and I understand your perspective. However, the new build should have resolved the issue where choices didn’t align with outcomes (after accounting for stats).
Just in case, could you try clearing your browser cache and restarting the game?
I’ll continue testing. Thank you for playing and for your feedback!
I really like it! I like the slow advancement of the final girl. I do wanna flag a bug that sometimes I choose an option and I feel like the responding text is the answer for the other option. Like choosing "stay quiet" and the text says "someone hears." Not sure if others see this.
Thanks so much for your feedback, glad you like it! I’ll definitely look into that. it might be a bug in the selection logic for some sequences. I’ll keep refining things and adding new features whenever I get a chance!
I played a couple rounds this morning and saw you fixed most of the selection logic. Thanks! Excited to keep playing!
Thank you again for noticing the problem!